#include <iostream>
#include <stdlib.h>
+#include <chrono>
+#include <thread>
#include <dali-toolkit-test-suite-utils.h>
#include <toolkit-timer.h>
#include <toolkit-event-thread-callback.h>
application.SendNotification();
application.Render( 16 );
+ std::this_thread::sleep_for( std::chrono::milliseconds( 100 ) ); // wait for one animation loop (16fps, 5frames, need 80ms)
+
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
Property::Map map = dummyControl.GetProperty< Property::Map >( DummyControl::Property::TEST_VISUAL );
application.SendNotification();
application.Render(16);
+ std::this_thread::sleep_for( std::chrono::milliseconds( 20 ) ); // wait for next rasterize thread run
+
map = dummyControl.GetProperty< Property::Map >( DummyControl::Property::TEST_VISUAL );
value = map.Find( DevelImageVisual::Property::PLAY_STATE );
DALI_TEST_CHECK( value->Get< int >() == static_cast< int >( DevelImageVisual::PlayState::PAUSED ) );
ToolkitTestApplication application;
tet_infoline( "UtcDaliAnimatedVectorImageVisualJumpToCurrentProgress" );
- Vector2 playRange( 0.2f, 0.8f );
+ Vector2 playRange( 0.2f, 0.5f );
Property::Map propertyMap;
propertyMap.Add( Toolkit::Visual::Property::TYPE, DevelVisual::ANIMATED_VECTOR_IMAGE )
value = map.Find( DevelImageVisual::Property::PLAY_RANGE );
DALI_TEST_EQUALS( value->Get< Vector2 >(), playRange, TEST_LOCATION );
- Vector2 newPlayRange( 0.4f, 1.0f );
+ Vector2 newPlayRange( 0.6f, 1.0f );
Property::Map attributes;
attributes.Add( DevelImageVisual::Property::PLAY_RANGE, newPlayRange );
value = map.Find( DevelImageVisual::Property::PLAY_RANGE );
DALI_TEST_EQUALS( value->Get< Vector2 >(), newPlayRange, TEST_LOCATION );
+ attributes.Clear();
+ attributes.Add( DevelImageVisual::Property::PLAY_RANGE, playRange );
+
+ DevelControl::DoAction( actor, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedVectorImageVisual::Action::UPDATE_PROPERTY, attributes );
+
+ application.SendNotification();
+ application.Render();
+
+ map = actor.GetProperty< Property::Map >( DummyControl::Property::TEST_VISUAL );
+ value = map.Find( DevelImageVisual::Property::PLAY_RANGE );
+ DALI_TEST_EQUALS( value->Get< Vector2 >(), playRange, TEST_LOCATION );
+
END_TEST;
}
Debug::Filter* gVectorAnimationLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_VECTOR_ANIMATION" );
#endif
+inline void ResetToStart( bool& updated, uint32_t& value, uint32_t startValue, ConditionalWait& conditionalWait )
+{
+ ConditionalWait::ScopedLock lock( conditionalWait );
+ if( !updated )
+ {
+ value = startValue;
+ }
+}
+
} // unnamed namespace
VectorRasterizeThread::VectorRasterizeThread( const std::string& url )
: mUrl( url ),
mVectorRenderer(),
mConditionalWait(),
- mMutex(),
mResourceReadyTrigger(),
mAnimationFinishedTrigger(),
mPlayRange( 0.0f, 1.0f ),
mNeedRender( false ),
mDestroyThread( false ),
mResourceReady( false ),
+ mCurrentFrameUpdated( false ),
mLogFactory( Dali::Adaptor::Get().GetLogFactory() )
{
mVectorRenderer = VectorAnimationRenderer::New( mUrl );
//TODO: check the return value
StartRender();
- while( IsThreadReady() )
+ while( !mDestroyThread )
{
Rasterize();
}
{
mPlayState = DevelImageVisual::PlayState::STOPPED;
- // Reset the current frame and the current loop
- mCurrentFrame = mStartFrame;
- mCurrentLoop = 0;
-
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StopAnimation: Stop\n" );
}
}
ConditionalWait::ScopedLock lock( mConditionalWait );
mLoopCount = count;
-
- // Reset progress
- mCurrentLoop = 0;
}
}
{
mCurrentFrame = mStartFrame;
+ mCurrentFrameUpdated = true;
mResourceReady = false;
}
else if( mEndFrame < mCurrentFrame )
{
mCurrentFrame = mEndFrame;
+ mCurrentFrameUpdated = true;
mResourceReady = false;
}
}
if( mTotalFrame != 0 )
{
mCurrentFrame = static_cast< uint32_t >( mTotalFrame * progress + 0.5f );
+ mCurrentFrameUpdated = true;
}
mResourceReady = false;
return mResourceReady;
}
-bool VectorRasterizeThread::IsThreadReady()
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- if( mPlayState != DevelImageVisual::PlayState::PLAYING && !mNeedRender && !mDestroyThread )
- {
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::IsThreadReady: Wait\n" );
-
- mConditionalWait.Wait( lock );
- }
-
- // Keep the thread alive if this thread is NOT to be destroyed
- return !mDestroyThread;
-}
-
bool VectorRasterizeThread::StartRender()
{
//TODO: check the return value
void VectorRasterizeThread::Rasterize()
{
- bool needRender, resourceReady;
+ bool resourceReady;
+ uint32_t currentFrame, startFrame, endFrame;
+ int32_t loopCount;
+ DevelImageVisual::PlayState playState;
{
ConditionalWait::ScopedLock lock( mConditionalWait );
- needRender = mNeedRender;
+
+ if( mPlayState != DevelImageVisual::PlayState::PLAYING && !mNeedRender && !mDestroyThread )
+ {
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Wait\n" );
+
+ if( mPlayState == DevelImageVisual::PlayState::STOPPED )
+ {
+ // Reset the current frame and the current loop
+ mCurrentFrame = mStartFrame;
+ mCurrentLoop = 0;
+ }
+ mConditionalWait.Wait( lock );
+ }
+
resourceReady = mResourceReady;
+ currentFrame = mCurrentFrame++;
+ startFrame = mStartFrame;
+ endFrame = mEndFrame;
+ loopCount = mLoopCount;
+ playState = mPlayState;
+
+ mNeedRender = false;
+ mResourceReady = true;
+ mCurrentFrameUpdated = false;
}
auto currentFrameStartTime = std::chrono::system_clock::now();
// Rasterize
- mVectorRenderer.Render( mCurrentFrame );
+ mVectorRenderer.Render( currentFrame );
- if( mPlayState == DevelImageVisual::PlayState::PLAYING )
+ if( playState == DevelImageVisual::PlayState::PLAYING )
{
- if( ++mCurrentFrame >= mEndFrame )
+ if( currentFrame >= endFrame )
{
- if( mLoopCount < 0 )
+ if( loopCount < 0 )
{
// repeat forever
- mCurrentFrame = mStartFrame;
+ ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait ); // If the current frame is changed in the event thread, don't overwrite it.
}
else
{
mCurrentLoop++;
- if( mCurrentLoop >= mLoopCount )
+ if( mCurrentLoop >= loopCount )
{
- // Animation is finished
mPlayState = DevelImageVisual::PlayState::STOPPED;
- // Reset the current frame and the current loop
- mCurrentFrame = mStartFrame;
- mCurrentLoop = 0;
-
+ // Animation is finished
mAnimationFinishedTrigger->Trigger();
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Animation is finished\n" );
}
else
{
- mCurrentFrame = mStartFrame;
+ ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait );
}
}
}
}
- if( needRender )
- {
- mNeedRender = false;
- }
-
if( !resourceReady )
{
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Resource ready trigger\n" );
mResourceReadyTrigger->Trigger();
- mResourceReady = true;
}
auto timeToSleepUntil = currentFrameStartTime + std::chrono::nanoseconds( mFrameDurationNanoSeconds );